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   October 11, 2014  
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[00:00:00] <kalle_h> do companies actually even check do you have masters
[00:00:38] <dajos7> in germany they do
[00:02:06] <hextileX> Tomski: then I need to think to switch to websocket for all backends. there must be a solutions that works nicely ... i hope :->
[00:02:38] <kalle_h> they always say so
[00:03:00] <kalle_h> most of the ppl at industry here are dropouts
[00:03:49] <dajos7> in germany they say we have a lack of specialised workforce
[00:03:50] <dajos7> ^^
[00:04:04] <dajos7> but i guess it simply is a lack of will to pay properly
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[00:04:56] <[twisti]> its partially the growing division of wealth
[00:05:14] <[twisti]> people are less and less willing to work for a pittance while others pay themselves 7 digit bonuses
[00:05:23] <hextileX> dajos7: 10% master degree? probably because of diplom
[00:05:44] <hextileX> I think in a few year more with master degree will be on the market
[00:06:08] <dajos7> hextileX: the rate of finishing computer science is about 10%
[00:06:17] <dajos7> it doesnt matter what degree
[00:06:33] <esvee_> bleh, .JET compiled executabled crashes every time there's a collision
[00:06:35] <dajos7> most really are not able to handle math
[00:06:36] <esvee_> (box2d)
[00:07:14] <hextileX> dajos7: germany?
[00:07:14] <esvee_> goddamnit
[00:07:23] <dajos7> yes germany
[00:07:28] <hextileX> did not know
[00:07:39] <hextileX> and I study at rwth in aachen
[00:08:08] <dajos7> if you finish be proud...
[00:08:39] <kalle_h> One CEO at quiet big firm once said that he don't hire ppl with degree because those are the failures to get good job before graduation
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[00:13:12] <kalle_h> Drinking wine and reading wikipedia. wonderfull friday night
[00:13:21] <dajos7> :-D
[00:14:05] <dajos7> I should read some math books ... hm...
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[00:16:47] <kalle_h> math is not about reading but doing
[00:17:03] <dajos7> i know i just have to refresh some stuff
[00:17:22] <kalle_h> when you have problem search solution and use book if you can't solve it otherwise
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[00:17:54] <dajos7> its just more like repeating stuff step by step
[00:18:01] <dajos7> the bokk is perfect for that
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[00:19:43] <kalle_h> only way that I can learn math is with coding
[00:20:12] <dajos7> yeah i use Octave
[00:20:25] <dajos7> very helpful with the visualisation
[00:21:40] <kalle_h> Usually many complex problems are just dozen line of code
[00:22:10] <dajos7> the math is not about coding...
[00:22:20] <dajos7> its more like teaching people
[00:22:24] <dajos7> :D
[00:22:36] <kalle_h> math is about math
[00:22:37] <dajos7> the thing you want to not happening :P
[00:23:03] <kalle_h> math is just tool that I use when I code
[00:23:57] <esvee__> i'm always afraid of those huge math formulas in the articles / books, but time after time i find out that if i really sit with a pen and paper and get into it, it's never that hard
[00:24:16] <dajos7> true
[00:24:44] <kalle_h> bruteforce code can solve all those compex integrals with no effort :)
[00:25:01] <kalle_h> if compute time = zero effor
[00:25:03] <kalle_h> t
[00:25:32] <esvee__> solution: ship the game when the processing power allows for the bruteforce approach :)
[00:26:13] <kalle_h> if user pay the cloud computing there is no problem
[00:26:25] <deniska> moore's law optimisation?
[00:27:05] <kalle_h> time machine will optimize my code
[00:27:28] <dajos7> https://www.youtube.com/watch?v=g_IaVepNDT4
[00:27:33] <dajos7> i saw this once
[00:27:43] <kalle_h> and you can actually travel in time to forwards(speed not guaranteed)
[00:27:46] <dajos7> i wonder when we will have these machines ...
[00:28:02] <esvee__> 6080 lines of code in 5 days
[00:28:08] <kalle_h> we actually have those already
[00:28:12] <esvee__> total rewrite of the game complete (minus graphics)
[00:28:18] <kalle_h> esvee__: too much code
[00:29:11] <esvee__> 10 sub-projects
[00:29:18] <kalle_h> I coded multiHashMap one day. It took about 30minutes. Then I debugged Iterator with remove option like 5hours
[00:29:37] <kalle_h> code lines is fuzzy measure
[00:29:50] <esvee__> idc about the number, just was curious
[00:30:15] <esvee__> but netcode, physics, map loading, game logic work and now are designed much better
[00:30:28] <esvee__> ashley really shines
[00:30:53] <esvee__> and google guice also
[00:31:36] <kalle_h> how you can write 1200lines of code with better design in day for 5days straight
[00:31:54] <kalle_h> that is more than avarage NASA coder do in year
[00:32:21] <esvee__> i had the design in my head, and i filled in the details as i went along
[00:32:31] <esvee__> everything broke down nicely to components and systems
[00:33:10] <esvee__> i type really fast, too :)
[00:33:51] <kalle_h> I can check how manu lines I did today
[00:34:16] <esvee__> when i was working on gfx i progressed about 20 lines per week
[00:34:38] <esvee__> how many? :D
[00:36:33] <kalle_h> 92
[00:36:46] <kalle_h> 4shader lines
[00:37:04] <lukas> hello :) sorry I asked following question a few hours ago, but I had to go at short notice so I couldnt see an answer, the question is: does someone know, why there is no keyUp call while holding the cmd-key on mac, example: keyDown-A, keyDown-Cmd and but when releasing A there is no keyUp call
[00:37:04] <kalle_h> but I worked only 6hours today
[00:38:42] <esvee__> heh
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[00:41:01] <kalle_h> Just checked that we have 900commits in 30days. Divide this for 4coders
[00:41:20] <kalle_h> + some commits from artist
[00:41:46] <kalle_h> 7task everyday
[00:42:19] <Tomski> kalle_h, do you guys use github?
[00:42:31] <kalle_h> perforce
[00:42:35] <Tomski> ah
[00:44:27] <esvee__> i did 16 commits over 5 day period, but each was huge
[00:46:20] <kalle_h> change commit word to something else and its hilarious
[00:47:38] <esvee__> oh my
[00:47:43] <esvee__> hah
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[00:54:08] <kalle_h> Started to read http://bitsquid.blogspot.fi/2014/08/building-data-oriented-entity-system.html second time
[00:54:53] <kalle_h> now I am thinking I need to rewrite entity system again(7th time) and focus more on allocation patterns
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[01:10:16] <TheUnkn0wn0ne> mobidevelop: Hey, I've got a patch for Android 4.4+ devices and external storage on my local debug repo and I was wondering if you have any comments on it? Should I sumbit a PR or should I send you a link to the commit?
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[01:16:43] <mobidevelop> TheUnkn0wn0ne: you can send me a link if you want
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[01:17:58] <TheUnkn0wn0ne> mobidevelop: Okay cool. This commit doesn't change any behavior for devices running 4.3 and below btw, I've tested it on a few devices and the FilesTests works and it does compile. :)
[01:18:03] <TheUnkn0wn0ne> mobidevelop: https://github.com/Unkn0wn0ne/libgdx/commit/952aff3932247af28768f243ec41c58841eb7deb
[01:18:47] <mobidevelop> Could be problematic if a device updates yeah?
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[01:21:45] <TheUnkn0wn0ne> Yeah. :/ I'm at a loss to implementing this because right now the functionality is broken on some devices and would manually require devs to fix it. Maybe a getReadableExternalStorage method and getWriteableExternalStorage method. Either way functionality will be lost or altered.
[01:22:26] <TheUnkn0wn0ne> Or we can wait until devs start complaining and address it later after Google releases L and see what they have in store
[01:22:31] <mobidevelop> Lol
[01:23:22] <Tomski> we'll have m and n by then
[01:23:30] <TheUnkn0wn0ne> Haha
[01:24:51] <TheUnkn0wn0ne> It's really interesting issue, some devices work just fine with the legacy apis on 4.4, and others refuse write access.
[01:24:53] <TheUnkn0wn0ne> It's becoming fragmentation between the same Android versions.
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[01:26:47] <TheUnkn0wn0ne> An ugly patch would be to attempt to write to the sd card, if it works using the legacy then use it and if it doesn't use the new stuff.
[01:26:48] <mobidevelop> It is the devices with removable external storage which are problematic
[01:26:55] <jeffo> I just had a really weird issue. One of my classes crashed my iOS app with a null pointer reference. However on desktop and android no such error occured. It seemed like the problem class was not calling its constructor and super constructors correctly. I patched the spot and it works. Very odd.
[01:27:24] <mobidevelop> On my Nexus 5 I can write anywhere I like
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[01:29:27] <jeffo> window(x, y, z) called this() which called super() which called init, however, crashing on iOS, it appeared that init() was not called. I called init() from window(x,y ,z) and it worked. Even though window(x, y, z) should be calling -> this() -> super() -> init()
[01:30:27] <jeffo> As if it didn't interpret my code hierarchy correctly when compiled.
[01:30:31] <mobidevelop> Weird
[01:30:52] <TheUnkn0wn0ne> Yeah my nexus 7 does the same thing with writing anywhere, probably because sd card is emulated
[01:31:59] <TheUnkn0wn0ne> I think the write a .gdxexternal file to the sd card, see if it works, if it doesn't than switch to new methods might be a solution to that
[01:33:00] <mobidevelop> Seems ok
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[01:33:27] <TheUnkn0wn0ne> Alright cool, I'll code that in now.
[01:33:32] <mobidevelop> Really, apps should write to the right place
[01:33:47] <mobidevelop> So the files get removed on uninstall
[01:34:23] <kalle_h> http://yosoygames.com.ar/wp/2014/10/we-dont-care-really-how-long-it-takes/
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[01:34:52] <mobidevelop> So perhaps we have it fall back to reading from the old location but always writing to the new?
[01:35:17] <mobidevelop> That way it is best of both worlds
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[01:35:48] <mobidevelop> So if it doesn't find a file in the new location it checks the old
[01:36:09] <jeffo> well, i'm outtie, until later. peace
[01:36:11] <TheUnkn0wn0ne> mobidevelop: I can implement that no problem, just a little dark magic with the above issue.
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[01:36:28] <mobidevelop> Be love black magic
[01:36:31] <mobidevelop> We
[01:36:54] <mobidevelop> I mean robovm and gwt are gigantic hacks
[01:37:11] <mobidevelop> They shouldn't work but do through the blackest of magic
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[01:37:59] <TheUnkn0wn0ne> I have to admit, hacky code is much cooler to write than the regular code.
[01:38:16] <mobidevelop> That's the spirit
[01:38:47] <TheUnkn0wn0ne> I'll override the methods from FileHandle into the AndroidFileHandle class and bam no api breakages. (at least for now)
[01:39:16] <kalle_h> I have huge problems with all code. Minimalism has sometimes even prevented me to commit some new features that have been requested
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[01:43:38] <Xoppa> speaking about hacks, mobidevelop, would you mind to review my emulatation pr somewhere this or next week? https://github.com/libgdx/libgdx/pull/2444 I want to move some code (of meshbuilder) to jni, which requires this emulation and I didn't want to pr it all at once to not overwhelm.
[01:43:55] <mobidevelop> Xoppa, sure
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[01:50:44] <dysoco> Gradle is such a PITA, it takes me like 20 minutes to set up a project :|
[01:51:45] <dysoco> oh great some error and I can't build
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[01:53:06] <mobidevelop> 20 minutes is about 18 minutes longer than it takes me.
[01:54:03] <dysoco> I think it's because it tries to get LibGDX each time I create a project or something. And my internet is quite slow.
[01:54:13] <dysoco> Probably I just don't know how to use it.
[01:54:19] <Tomski> If you have already createed a project once, use offline mode in the advanced settings
[01:54:38] <dysoco> oh is that a thing?
[01:54:52] <dysoco> so anyways now I'm getting an error with the NativeCodeGenerator
[01:55:46] <TEttinger> dysoco, are you building libgdx from source?
[01:56:08] <dysoco> no, I just got the project generator and created a project, then imported it with Eclipse
[01:56:14] <dysoco> maybe it's because the new 1.4.1 version?
[01:56:31] <Tomski> What is the error?
[01:56:34] <TEttinger> oh I didn't see that we got an update!
[01:56:36] <Tomski> pastebin.com
[01:57:23] <dysoco> there we go
[01:57:37] <dysoco> I had to create a new run configuration pointing to the DesktopLauncher
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[02:10:23] <TheUnkn0wn0ne> Alright I nearly finished the patch, I just have to override a few things in the AndroidFileHandle class and test it and we should be fine.
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[02:35:13] <davebaol> <Tomski> davebaol, are you around?
[02:35:17] <davebaol> too late?
[02:35:24] <Tomski> Yes
[02:35:33] <davebaol> ok :)
[02:35:52] <Tomski> davebaol, did you want to release now 1.4.1 is out?
[02:37:09] <davebaol> Tomski: I didn't notice
[02:37:29] <davebaol> can we do it in the weekend?
[02:37:35] <TheUnkn0wn0ne> FileTest is failing now, but I know why. Ugh, I deserve this though.
[02:37:38] <Tomski> Sure
[02:38:05] <davebaol> Tomski: thanks, good night
[02:42:28] <TheUnkn0wn0ne> Launching gdx-tests-android (99%)... the suspense
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[02:46:02] <knobber> an fbo should contain the pixel-perfect representation of whatever i drew to it, right?
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[02:47:18] <knobber> i'm having an issue with drawing a voronoi diagram to an fbo, and when i put it back on the screen some of the lines are missing chunks... if I draw the diagram over the displayed fbo using a shaperenderer all of the vertices line up perfectly, there's just some pixels out of place on the fbo seemingly
[02:50:05] <Xoppa> never assume pixel perfect, instead calculate it
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[02:50:58] <knobber> http://i.imgur.com/ClnXF51.png there's what i'm getting... the red on the right is the shaperender'd voronoi diag, the left is the fbo
[02:51:43] <knobber> Xoppa: i want to create, and then store this figure into some sort of static object that I can just display in the background... I was told the fbo would be best choice, but now I am not sure how to proceed
[02:52:37] <knobber> obviously, in the screenshot, the voronoi diagrams are not the same but the idea is that I simply drew over the white one in red on the right and there seem to be no scaling issues that would make me think something like that could happen
[02:52:57] <knobber> I am not exactly sure by what you mean calculate in this case
[02:53:11] <Xoppa> sure, fbo is a render target, just like the screen is, there isn't any difference for the rendering. Indeed a fbo can be used to create a runtime texture to "cache" rendering it.
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[02:54:22] <Xoppa> I mean that pixel perfect only applies if it is actually pixel perfect (the units you use actually match the center of each pixel) which is something that you can calculate and shouldn't assume
[02:55:17] <Xoppa> *slightly left/below the center
[02:59:41] <knobber> i've given it a bit of thought and I can't understand how that necessarily applies to my case here, i'm working in absolute screen positions here without any 'meters/pixel' units or things like that
[02:59:51] <TheUnkn0wn0ne> Alright so I've determined what the problem was, I fixed too much haha. Changed a few things back to the way they where and the tests are passing.
[03:03:03] <Xoppa> knobber, if the size of the fbo is the same as the size of the screen, and the size of the virtual viewport is the same as the size of the render target, and the offset of the projection (the location of the camera) is slightly below/left of the middle of one pixel, then it is pixel perfect. Btw, a quick fix for your problem would be setting both filters to linear, in which case you don't need pixel perfect/
[03:06:20] <knobber> filters?
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[03:06:51] <knobber> and i'm certain of all those criteria except the projection offset, which i'll look at
[03:08:14] <Xoppa> if you've used the default constructor of FrameBuffer then the filters are already set to linear i think
[03:08:44] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/glutils/FrameBuffer.java#L125
[03:09:13] <knobber> yes, i did
[03:10:38] <Xoppa> assuming pixel units viewport, then camera.position.set(0.4999f, 0.4999f, 0); or something a like would take care of the ofset. Obvisouly this is requires for both projection (rendering to the fbo and rendering the fbo to the screen)
[03:12:43] <knobber> alright, i will look at that, thanks
[03:13:00] <knobber> i just did a little experiment using integer-coordinates to make a mesh... white is fbo, red is shaperenderer... http://i.imgur.com/bTOp1FF.png
[03:13:14] <knobber> and far right is both... so they are interleaving
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[03:15:22] <Xoppa> you probably also want to avoid shaperendered (although not directly related to your question), instead use a single white pixel in your skin
[03:15:32] <Xoppa> *-ed
[03:15:38] <Xoppa> *+er
[03:16:15] <knobber> well, I am using the shaperenderer to draw the edges from the voronoi diagram to the fbo
[03:16:56] <Xoppa> yeah relying on GL_LINES isn't something i would advise
[03:17:43] <knobber> is there something you would advise for drawing lines? going pixel-by-pixel myself in a loop and doing it point-by-point to put it in the fbo?
[03:18:25] <Xoppa> a line is just a 1 pixel wide rectangle
[03:21:18] <TheUnkn0wn0ne> It works. :D
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[03:31:17] <knobber> well, thanks to your advice i found the issue, i think... I set up some constants as integers (e.g. int scoreboardHeight = 100;) and when i passed it to batch.draw() there must've been roundoff errors
[03:31:44] <knobber> so casting that int to a float worked all the alignment issues out
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[03:32:15] <knobber> though i think i will just convert these dimensions to floats... thanks very much for your brainpower Xoppa
[03:32:40] <Xoppa> yw
[03:32:44] <knobber> do you have any recommended reading as to why gl_lines is not the most trustworthy thing to work with by the way?
[03:32:54] <knobber> or is it anecdotal experience working with it
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[03:36:51] <Xoppa> it might work the majority (or all) of the devices, but gpu's are optimized to render triangles, e.g. i'm sure google will provide more readings. I'm not saying you shouldn't use it, i'm just saying that i would advise to rely on it.
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[03:38:35] <knobber> okay, makes sense, thank you
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[04:03:08] <TheUnkn0wn0ne> Just one last bug I have to fix. Ugh... Trying to figure out were it is originating is the hard part.
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[04:12:58] <TheUnkn0wn0ne> Good night everyone.
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[04:28:26] <nicket> music for your coding pleasure https://streamup.com/DJRock_DJAnimal_and_DJMario
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[04:52:41] <looking4ailib> hi, anyone know where I can get the gdx-ai extension jar?
[04:53:21] <Tomski> http://search.maven.org/#artifactdetails|com.badlogicgames.gdx|gdx-ai|1.3.1|jar
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[04:55:12] <looking4ailib> great, thanks a lot... i would have expected it to be in the "extensions" directory of the libgdx-1.4.1 download, but it wasn't there
[04:55:50] <looking4ailib> but this works :)
[04:55:55] <Tomski> Its not built in the nightly
[04:56:55] <looking4ailib> do you know why the other extensions are and this one isn't?
[04:57:06] <Tomski> Only extensions that are in the core repo are
[04:57:15] <Tomski> gdx-ai was removed from the core repo
[04:58:32] <looking4ailib> ah, ok... well thanks and goodnight
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[05:12:19] <looking4ailib> ok i'm back... what i'm actually looking for is gdx-ai 1.3.2 (the latest version), not 1.3.1
[05:13:46] <Tomski> there is no gdx-ai 1.3.2
[05:13:54] <Tomski> Only snapshots
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[05:15:21] <looking4ailib> ... so the wiki (https://github.com/libgdx/gdx-ai/wiki) is referring to features that are not yet released?
[05:15:29] <Tomski> Yeah :/
[05:15:41] <Tomski> You can try the snapshots, https://oss.sonatype.org/content/repositories/snapshots/com/badlogicgames/gdx/gdx-ai/
[05:17:08] <looking4ailib> hmm... alright, i'll try that
[05:17:10] <looking4ailib> thanks
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[05:45:10] <knobber> anyone know if there's a way for me to access the value of a pixel in an fbo?
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[06:26:50] <Lestat> wiki is always updated to nightlies
[06:27:05] <Lestat> oh 1 hour late xd
[06:35:07] <dauntless26> Hey guys. Using gdx box2d how do I check if a body is colliding with another specific body?
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[06:45:38] <Lestat> implement a contactlistener, then in the callbacks you will be given a Contact object which has the 2 colliding fixtures (A and B)
[06:45:55] <Lestat> you can then know to which object those fixtures belong
[06:54:28] <dauntless26> Ah ok thanks
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[07:06:32] <dauntless26> Yay it worked
[07:06:42] <dauntless26> Gracias Lestat
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[07:08:19] <dauntless26> Is there a predictable pattern to what data will correspond to fixture a or b?
[07:08:21] <Lestat> no problemo
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[07:09:39] <dauntless26> It seems it has something to do with the order they were created in the world?
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[07:18:51] <Lestat> not in my experience, sometimes one fixture is A, sometimes is B
[07:18:58] <Lestat> but maybe, not really sure
[07:33:17] <dauntless26> Yeah I just implemented a double check just in case.
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[08:01:01] <knobber> is there any provision that I can use to get pixel-level access to a texture or something like that?
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[08:07:49] <TEttinger> knobber, shaders if you want to set them. there may also be a getPixel somewhere, check the docs
[08:08:20] <knobber> shaders sounds like the more fun option!
[08:08:29] <knobber> (though i have dug around the docs a bit and can't find anything pixel level)
[08:08:59] <knobber> https://github.com/libgdx/libgdx/wiki/Shaders would this be the place to start?
[08:09:18] <knobber> and how cross-platform would a shader be... e.g. could I run the same thing on Android, desktop?
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[08:13:06] <TEttinger> knobber, yeah shaders are cross platform. a fragment shader is called for every pixel rendered while that shader is being used.
[08:13:19] <TEttinger> there are also vertex shaders which are mostly for 3d stuff
[08:13:54] <knobber> would i be able to save the results of a texture that's had a shader applied to it into another texture?
[08:13:56] <TEttinger> if a frag shader has poor performance, it hurts your game badly
[08:14:02] <TEttinger> no idea.
[08:14:12] <TEttinger> I'd guess there's a way
[08:15:04] <knobber> alright, i will look into it more, thanks
[08:15:25] <TEttinger> yep! http://stackoverflow.com/questions/7551669/libgdx-spritebatch-render-to-texture
[08:15:58] <knobber> awesome, shaders it is then
[08:17:04] <TEttinger> you'd set the shader just before spriteBatch.begin();
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[08:17:29] <TEttinger> I think, and set any uniforms for the shader right after spriteBatch.begin() .
[08:17:48] <TEttinger> uniforms are one of the ways to pass values to a shader
[08:18:19] <TEttinger> it automatically knows the coordinates it is rendering on the texture
[08:18:25] <knobber> i will make a note of this
[08:18:32] <TEttinger> (in 0-1 float precision)
[08:19:02] <TEttinger> the main reason people use shaders is because they are much faster than doing complex graphics on the CPU.
[08:19:12] <TEttinger> http://shadertoy.com has some amazing ones
[08:19:17] <knobber> especially for dynamic things yeah
[08:19:25] <knobber> yeah i've seen some from there
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[08:21:13] <TEttinger> https://www.shadertoy.com/view/XslGRr
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[08:25:29] <LunarPathway> In Scene2d, does CheckBox *have* to be in a table, or can it be loosely placed in a Stage container?
[08:27:08] <flogy> can be done both
[08:27:14] <flogy> just set the position
[08:27:21] <flogy> but i'd suggest using a table
[08:30:21] <LunarPathway> ok, I knew Labels and TextButtons worked ok, but I can't seem to get the CheckBox to be visible, and the only examples I've seen all had the CheckBox in a table.
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[08:38:06] <cobolfoo> checkbox is supposed to work like a label, no table required.
[08:41:59] <LunarPathway> ok, thank you. I've changed the background color of the screen from black to white and theyre showing up now, so the CheckBox is being placed ok, apparently im having trouble with the colors
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[09:04:54] <HunterD> I see Eclipse can do this magic thing: https://www.youtube.com/watch?v=-IYrw6ocAMo can I do fast hot swap with Idea? I only found an option Run: Reload Changed Classes but this takes time to compile
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[09:07:04] <LunarPathway> Basically, try modifying your code while it is running, some things you can change, and some things you cant
[09:07:19] <LunarPathway> at least, not without restarting
[09:07:59] <LunarPathway> oh wait, you mean IntelliJ Idea?
[09:09:20] <HunterD> yes
[09:10:37] <LunarPathway> sorry, i dont have that IDE
[09:12:16] <HunterD> LunarPathway: np, I will keep looking to see if it is possible
[09:12:21] <LunarPathway> found this tho, maybe it'll help
[09:12:26] <LunarPathway> http://blog.jetbrains.com/idea/2013/07/get-true-hot-swap-in-java-with-dcevm-and-intellij-idea/
[09:12:35] <HunterD> I am reading it :)
[09:12:41] <LunarPathway> lol
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[11:40:37] <munumnu> Anyone here has an idea what could cause this exception? `sun.font.CompositeFont cannot be cast to sun.font.PhysicalFont` Im getting it I try to start java applications like hiero or intellij.
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[11:48:56] <jerome[fr]> o/
[11:50:51] <Ashiren> omelette du fromage
[11:55:31] <jerome[fr]> Baguette ? Tour eiffel ? :p
[11:58:45] <bendem> xD
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[12:44:59] <nooooooone> does anyone else have the problem of not being able to update to libgdx 1.4.1?
[12:45:42] <nooooooone> I've updated all plugins, in eclipse and the gradle plugins and the ADK, but when I do gradle -> refresh all now, nothing happens anymore
[12:48:50] <TEttinger> munumnu: what OS/version/arch?
[12:49:57] <jerome[fr]> dont test for the moment, but i hope this pb resolve my problem with android studio because the version of gradle was updated :D
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[12:51:40] <nooooooone> windows 7, x64?
[12:51:49] <nooooooone> ah, that wasn't @me :D
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[13:02:14] <nooooooone> can anyone update their gradle plugins?
[13:02:37] <nooooooone> http://libgdx.badlogicgames.com/versions.html suggests GWT 0.5 and robovm 1.0.0-alpha-04, but they both cannot be resolved
[13:03:44] <nooooooone> mobidevelop, Tomski?
[13:10:01] <munumnu> TEttinger, Linux Archlinux 3.16.4-1-ARCH x86_64
[13:15:21] <TEttinger> munumnu, I have never ever had a good experience with arch.
[13:15:26] <TEttinger> maybe ask on their IRC
[13:24:06] <mobaxe> hi guys again.Im making some research for 2 days.I tried some with simplex noise,perlin noise and some different things.Can somebody guide me how I can do this http://www.youtube.com/watch?v=UTDCumYnlfM
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[13:37:44] <abs25> nooooooone, are you noone or none?
[13:43:10] <nooooooone> I'm noone
[13:43:39] <abs25> mistery solved, tnx
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[13:56:01] <[[derek]]> where is the best place to put the loading of texture files etc? It looks ugly in the main loop
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[14:02:26] <nooooooone> loading screen?
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[14:04:46] <[[derek]]> I mean in the code
[14:05:12] <[[derek]]> I fill out big object maps with each sprite needed for each animation state, and at the moment its all sitting in create(); and its extreemly ufly
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[14:06:34] <[twisti]> so move it to another class or method and just call that from create
[14:07:31] <[[derek]]> okies
[14:07:50] <[[derek]]> Ideally I would be using json, and just be doing loadLevel(JSONFile) but its a lot of effort
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[15:16:41] <stoj33> hi, how do i add mipmapping to my model's alpha texture? i use this to add it to my diffuse texture: http://pastebin.com/Nq3UWU8J
[15:19:51] <stoj33> when i have mipmapped the diffuse texture i.e. in hair texture, the alpha texture is yet not mipmapped so it doesnt go too well with the diffuse
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[15:31:14] <GhostNr1> With the new version, how do you get gdx-ai to be imported to your project? I have 1.4.2-SNAPSHOT as version, and I have compile "com.badlogicgames.gdx:gdx-ai:$gdxVersion" in my gradle file
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[15:35:00] <davebaol> GhostNr1: https://github.com/libgdx/gdx-ai/blob/master/build.gradle#L23
[15:35:40] <davebaol> GhostNr1: gdx-ai 1.4.0 will be out in a few days
[15:35:50] <davebaol> GhostNr1: likely tomorrow
[15:36:13] <GhostNr1> Aaa, so it's just not up to date yet, then I go back to the old version, thx for the info
[15:36:38] <davebaol> GhostNr1: not up to date?
[15:37:12] <davebaol> GhostNr1: current snapshot works with libgdx 1.4.1 already
[15:37:57] <GhostNr1> So they will not follow the same version as they did before?
[15:38:06] <davebaol> yep
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[15:38:18] <GhostNr1> Aaa, I see
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[15:38:30] <davebaol> GhostNr1: they have distinct life cycle now
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[15:54:53] <blomman> Is there anyway to handle touchDown on an actors listener? The touchDown I use now only runs once when touched. Then I have to release and press again
[15:55:16] <blomman> I want to be able to press and hold on an actor to call e.g "move left"
[15:56:23] <Raziel> well what kinda listener are you using on it?
[15:56:38] <blomman> as of now, a ClickListener but I can use whatevers available
[15:56:59] <Raziel> so flag something on touchdown and unflag on touchup
[15:57:21] <blomman> That's my option? I was afraid of that.. But thanks
[15:57:30] <Raziel> might be better ones, not sure tho
[15:58:06] <Raziel> actually touchup for the actor is called even if the pointer is no longer on the actor so yeah, it should work well in pretty much any case
[16:01:54] <HunterD> when using for example java.math.BigInteger inside the core module (the one with the shared code), what happens when running on the android device? is the BigInteger form the android library used automatically? is the desktop import java.math.BigInteger compiled for use on android? what happens when using a class that is available only in java SE 6 and not in the Android implementation?
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[16:06:54] <mobidevelop> BigInteger should work on Android HunterD
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[16:07:22] <HunterD> I see it works. just curious at what happens under the hood
[16:07:39] <mobidevelop> Nothing special
[16:08:36] <mobidevelop> The Android build process just converts standard .class files to .dex
[16:09:29] <blomman> is it bad to create a new vector3 everytime a touch is registered?
[16:09:54] <blomman> An alternative would be to store a vector which is reused?
[16:10:25] <mobidevelop> The BigInteger from Android's runtime would be used on Android, the one from JRE on desktop.
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[16:12:47] <mobidevelop> blomman: prefer reuse
[16:12:59] <blomman> mobidevelop: thanks
[16:13:54] <HunterD> and if I try to use a class that is not present in the android implementation (like import javax.swing.Box just as an example) the app crashes and there will be no attempt to use the source / class of javax.swing.Box work on the Android (here import javax.swing.Box as a bad example for a class that is not implemented on android side)
[16:14:56] <mobidevelop> It wouldn't compile
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[16:15:18] <mobidevelop> Or it would crash at runtime
[16:15:52] <HunterD> it crashes at runtime, yes: java.lang.NoClassDefFoundError: javax.swing.Box
[16:15:59] <mobidevelop> Pretty much anything outside of core java is not in Android runtime
[16:18:31] <mobidevelop> The whole of awt and swing are missing, for example.
[16:18:31] <HunterD> so one can still say that Android apps are programmed using the java language? are the extra libraries part of the language or just helpers?
[16:19:31] <Raziel> swing is part of the JFC which is not part of the java core
[16:20:01] <Raziel> either way, swing isn't that good so you're not missing out on much
[16:20:03] <Raziel> :p
[16:20:37] <mobidevelop> Lol
[16:21:52] <esvee__> ugh i'm just dabbling in swing right now, so ugly
[16:23:43] <Raziel> yup
[16:25:17] <Hovaku> How would I go about resizing a TextField when it's inside a HorizontalGroup?
[16:25:57] <Hovaku> I set its maximum number of characters to 9 and tried using setWidth as well as the HorizontalGroup's setWidth
[16:26:18] <Hovaku> there didn't seem to be a setMaxWidth method
[16:26:48] <HunterD> the movement: http://whyjavasucks.com/
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[16:31:00] <d4> hi, I'm usin scene2d ui and I'm having a weird issue, in table layout when I add cells, it will add new rows between each cell
[16:31:37] <d4> double checked code, I'm not adding any rows myself
[16:32:44] <d4> and it seems to happen when I add rows dynamically, for example, when I do this in create() method, then it adds cells correctly, in one row
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[16:35:46] <mobidevelop> You can't add cells to existing rows after layout
[16:36:22] <d4> oh
[16:37:50] <d4> is this a bug or intended feature? any workaround?
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[16:44:12] <mobidevelop> That's just how it works, it isn't a bug
[16:44:48] <mobidevelop> The workaround is to rebuild the table when it changes
[16:51:59] <d4> is it possible to get the index of widget/actor/cell in table?
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[16:53:43] <d4> I tried to use Table.getCells(), but it isn't reliable
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[17:15:25] <AndreLopes> Hello
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[17:19:46] <AndreLopes> hi
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[17:28:26] <faidh> hello how am i supposed to use model.transform.getTranslation(vector3 position) ?
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[17:32:00] <maximtwo> faidh, position is an out parameter, the result of that method is stored in teh Vector3 that you pass to the method
[17:32:58] <maximtwo> Vector3 translation = new Vector3(); model.transform.getTranslation(translation);
[17:33:18] <maximtwo> you would most likely want to make the Vector3 a field in your class though to avoid the allocation
[17:33:41] <faidh> alright thanks
[17:33:49] <maximtwo> no sweat, chet
[17:34:38] <nooooooone> mobidevelop, Tomski : can you update the gradle GWT and robovm plugins
[17:34:41] <nooooooone> ?
[17:37:01] <AndreLopes> i made a nine patch with libgdx and now the text field is reddish
[17:37:02] <AndreLopes> wtf
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[17:41:17] <mobidevelop> nooooooone: Yes, should I not be able to?
[17:42:48] <nooooooone> when I do gradlew --refresh-dependencies, it tells me that GWT 0.5 and robovm 1.0.0-alpha-04 cannot be resolved
[17:44:00] <mobidevelop> Weird
[17:45:09] <nooooooone> I'll generate a new project with the current setup and compare the gradle.build
[17:45:22] <nooooooone> build.gradle...
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[17:52:16] <nooooooone> okay, I solved it
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[17:52:47] <nooooooone> new "jCenter()" repository for GWT and the groupId for the robovm artifact has changed
[17:53:02] <mobidevelop> Indeed
[17:53:10] <nooooooone> com.github.jtakakura before, not org.robovm
[17:53:13] <nooooooone> *now
[17:53:40] <AndreLopes> http://www.java-gaming.org/topics/textfield-9patch-always-red-reddish/34539/view.html
[17:53:41] <AndreLopes> help
[17:53:45] <sKooza> you guys see that roboVM is starting some pro features? is this going to impact LibGDX iOS support in the future?
[17:53:50] <sKooza> (sorry, new here, hi everyone)
[17:54:53] <nooooooone> they offer support packages in Q4 2014
[17:55:14] <TheUnkn0wn0ne> sKooza: Hi! I'm not really involved with the iOS part of libGDX, but I believe libGDX projects won't be dependent on them
[17:55:22] <nooooooone> maybe bugfix releases might have to be paid for, that's how some other open source frameworks do it recently
[17:56:06] <Joozey> Hmm, why is there no IDE/plugin that tells me how costly a java method call is for the CPU? That would be great for pinpointing heavy methods and optimising them
[17:56:13] <nooooooone> TheUnkn0wn0ne: libgdx depends on RoboVM, so for sure libGDX projects depend on that...
[17:56:42] <nooooooone> Joozey: because that cannot be decided at compile time
[17:56:58] <mobidevelop> Whether they depend on pro features would be another story
[17:57:03] <TheUnkn0wn0ne> nooooooone: Yes, what I mean is we most likely will not require the pro features
[17:58:02] <mobidevelop> What pro features are we even talking about here?
[17:58:19] <nooooooone> "In Q4 2014 we will start to offer professional services as support packages around the RoboVM open-source project."
[17:58:33] <mobidevelop> Right, that's not features that's support.
[17:58:38] <nooooooone> sounds like consulting and bugfixes for me
[17:58:45] <mobidevelop> Exactly
[17:58:47] <Joozey> nooooooone, well at least it´s determinable for my own code? not taking in account libraries like libgdx then...
[17:58:49] <sKooza> you never know...anyway was just curious
[17:59:08] <Joozey> just count the method calls, iterations, calculations...
[17:59:10] <nooooooone> Joozey: it heavily depends on the data
[18:00:18] <TheUnkn0wn0ne> Joozey on the desktop there is a -Xprof option for the JVM. I've used it before and it'll get the job done
[18:00:51] <Joozey> Hmm thanks Ill check it out
[18:01:06] <nooooooone> for { for { for {} } } can be fnished extremely fast if each loop iterates just once, but if each of them does it 1000 times, it takes quite a while..
[18:01:22] <Joozey> you can evaluate that right?
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[18:02:09] <nooooooone> how?
[18:03:29] <nooooooone> you need to profile it at runtime
[18:03:48] <Joozey> I see
[18:04:02] <nooooooone> "Could not create plugin of type 'AppPlugin'."
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[18:04:20] <nooooooone> that's what gradle tells me now @ apply plugin: "android"
[18:05:38] <sKooza> does anyone have experience using the spine-libgdx runtimes?
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[18:08:05] <blacktay> Hello there, I'm running into some problems when compiling my new project. I get "Unable to extract LWJGL natives" when trying to compile with IDEA. Any idea of what could I do?
[18:08:18] <nooooooone> use eclipse
[18:08:24] <nooooooone> sorry...
[18:08:26] <sKooza> I've set up a project with IDEA
[18:08:31] <sKooza> I haven't run into that issue
[18:08:42] <sKooza> Did you use the updated gdx-setup.jar?
[18:09:01] <AndreLopes> ,meh
[18:09:02] <blacktay> Yes, setup went correctly.
[18:09:08] <AndreLopes> idk why 9patch is so annoying
[18:09:57] <blacktay> Or so I think.
[18:10:16] <sKooza> did you add the libs to your project structure?
[18:10:32] <sKooza> or do you see those libs in the your external librarys menu?
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[18:11:19] <hEllOworldz> hello how can i disable lighting in modelbatch when using ogl20?
[18:11:45] <blacktay> Should I have a "gdx-backend-lwjgl-natives" entry?
[18:12:28] <blacktay> Or is that included in some other entry?
[18:12:44] <Joozey> blacktay, are you using gradle or maven?
[18:13:13] <blacktay> Joozey: I am using Gradle, I think.
[18:13:26] <blacktay> So far I haven't touched Maven, at least directlyt.
[18:13:46] <sKooza> you should have a libjgl-2.9.1-natives-*** folder
[18:13:53] <Joozey> you should have gradle with the newest versions of libgdx. I have had that error too and fixed it, but I cant remember what...
[18:13:53] <blacktay> Let me check.
[18:13:55] <sKooza> or whichever version
[18:14:05] <sKooza> also
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[18:14:14] <sKooza> you might need to update your IDEA
[18:14:15] <sKooza> version
[18:14:31] <sKooza> it says so in the wiki that for the newest setup.jar you should have 13.1.5+
[18:14:41] <sKooza> since it supports gradle v 2.1
[18:15:01] <blacktay> I have a gdx-backend-lwjgl library, but no natives.
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[18:15:20] <blacktay> Well, I just built IDEA from the repo, lol.
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[18:15:26] <blacktay> I don't think it can get any newer.
[18:15:42] <blacktay> Let me check the setup.jar version
[18:16:27] <nooooooone> hEllOworldz: I do it like this:
[18:16:46] <nooooooone> if (lighting) batch.render(instances, environment); else batch.render(instances);
[18:17:16] <blacktay> Eh, how can I check the setup version?
[18:17:31] <blacktay> I think I downloaded the latest yesterday, but --version returns nothing.
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[18:18:32] <blacktay> The only thing I see is "use libgdx 1.4.1 release"
[18:18:34] <hEllOworldz> nooooooone: how can you render without setting environment? i get error
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[18:19:51] <nooooooone> which error?
[18:19:55] <sKooza> blacktay: try to re-do your set-up following the guide...I believe you aren't including a bunch of other dependencies in your project (build.gradle)
[18:20:14] <sKooza> anyone have experience using Spine with LibGDX?
[18:20:26] <hEllOworldz> sorry, i just got it to work, thanks
[18:20:37] <sKooza> I want to get your experience with it...say vs a new UI/Scene builder called Overlap2D
[18:21:45] <blacktay> sKooza: I will try, but I think I already did everything it said in the guide. I think I am missing the natives, they didn't get downloaded.
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[18:22:24] <blacktay> Wait, I have them.
[18:22:33] <Joozey> they need to be in your build.gradle
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[18:24:50] <nooooooone> aha, the gradle wrapper also had to be updated from 1.1 to 2.1
[18:24:59] <nooooooone> that wasn't written in the news
[18:28:25] <Hovaku> drag(InputEvent event, float x, float y, int pointer) what's x and y? The mouse pointer's position relative to the actor?
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[18:30:31] <nooooooone> looking at the code it seems to be relative to the initial touchdown of the drag
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[18:31:01] <nooooooone> no wait... it's the delta to the last time drag has been called
[18:31:36] <nooooooone> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/DragListener.java#L56
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[18:32:51] <nooooooone> no, that's deltaX and deltaY... drag is called with x and y, that should be actor relative, yes
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[18:33:18] <nooooooone> a pity there is no javadoc ^^
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[18:36:31] <Hovaku> I've been trying to make the actor follow the mouse based on the point at which it was dragged but I'm not having much success :|
[18:36:48] <Hovaku> this seems to be inverted: image.setY(Gdx.input.getY());
[18:37:05] <Hovaku> tried image.setY(-Gdx.input.getY()); but that didn't work
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[18:38:35] <nooooooone> don't use the draglistener for that imo
[18:38:49] <nooooooone> it's for DragAndDrop mostly I think
[18:40:06] <nooooooone> okay, it seems like you aren't using it
[18:40:16] <nooooooone> if you use Gdx.input directly
[18:40:40] <nooooooone> try Gdx.graphics.getHeight() - Gdx.input.getY()
[18:41:08] <Hovaku> that worked :)
[18:41:53] <Hovaku> "okay, it seems like you aren't using it" :|
[18:41:56] <nooooooone> input coords are y-down
[18:46:55] <dysoco> So my keyboard movements feels a bit clunky, if I press more than two keys at once or so the player stops moving and I have to release the keys and press again. Any comments on my code? http://apaste.info/EVh
[18:47:19] <dysoco> oh nevermind the parent.physics.direction that just changes Player.direction
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[19:03:11] <yeayay> help! how to set uniforms to the libgdx default shader?
[19:05:56] <dysoco> Should I use Gdx.input.isKeyPressed instead of InputProcessor?
[19:06:38] <Ashiren> use inputprocessor and/or stage
[19:07:11] <dysoco> I am using InputProcessor (not Stage) but it doesn't feel fluid when I press the keys on the keyboard, as I mentioned above, no idea what I'm doing wrong.
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[19:09:52] <yeayay> how do i use program.setuniformi() if i use a defaultshader?
[19:10:47] <TheUnkn0wn0ne> The files test passes! :D Sending a PR shortly, mobidevelop
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[19:13:11] <mobidevelop> TheUnkn0wn0ne: cool beans
[19:16:42] <yeayay> somebody help?
[19:17:26] <yeayay> i tried to set the uniform inside the shader but that wont work
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[19:17:50] <Xoppa> yeayay, try to provide more details
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[19:19:04] <nooooooone> wth is wrong with my eclipse...
[19:19:15] <nooooooone> cannot update gradle dependencies anymore, and compiling is broken
[19:19:19] <esvee__> dysoco, what you are saying is the result of the code. if you press two keys at once and then release either one, your keycode will be set to 0.
[19:19:24] <nooooooone> shows errors where no errors are, even after project cleaning
[19:19:34] <yeayay> ok so i set shaders to modelbatch in modelbatch's constructor. how do i set uniforms to those shaders?
[19:20:04] <Xoppa> yeayay, http://blog.xoppa.com/creating-a-shader-with-libgdx/
[19:20:07] <dysoco> esvee__, oh you're right. Anyways I changed to gdx.input.iskeypressed for now, I just need like 4 keys anyways.
[19:20:36] <esvee__> dysoco, sure. if you need to revert back to InputListener, use a stack of pressed keys next time.
[19:20:58] <dysoco> so handle the release of each key individually?
[19:21:02] <Xoppa> yeayay, make sure to also check the next article after that which explains a mechanism to generically work with uniform values
[19:21:05] <esvee__> yeah
[19:21:12] <dysoco> Alright that makes sense, thanks.
[19:21:13] <esvee__> there are a few ways to go about this.
[19:21:26] <esvee__> sure
[19:22:00] <esvee__> i hate writing map editors
[19:22:06] <yeayay> Xoppa i used this: modelBatch = new ModelBatch(vert, frag); so i overrided the defaultshader. how do i set uniforms to THIS shader?
[19:22:13] <esvee__> but i hate raping 3rd party editors to do what i want too
[19:22:16] <esvee__> what should i do :(
[19:22:55] <Xoppa> yeayay, you need to create your shaderprovider and provide that to the modelbatch
[19:23:42] <dauntless26> When calling world.destroybody in gdx box 2d do I also need to call body.fixture.getshape.destroy?
[19:24:01] <esvee__> and swing sucks donkey balls. maybe i should write a css/html compliant libgdx GUI framework >:|
[19:24:38] <dauntless26> Esvee it already exists. It's called javafx
[19:24:39] <Xoppa> btw, if you're uncertain about these kind of issues, then it might help to follow that article and don't use defaultshader, because creating a shader from scratch is easier to start with
[19:25:28] <esvee__> dauntless26, i know. but i couldn't figure out how to wire an lwjgl canvas to it
[19:26:06] <dauntless26> Oh. I remember being able to do it on slick2d a while back
[19:26:17] <esvee__> got some code?
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[19:27:05] <mobidevelop> TheUnkn0wn0ne: I though we were going to always use the new location and fallback to reading from the old?
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[19:27:55] <dauntless26> It was the canvasgamecontainer in slick
[19:27:59] <TheUnkn0wn0ne> mobidevelop: Oh, I misunderstood. I thought we would keep the old behavior and the fallback to the new behavior. Should I change that?
[19:28:32] <mobidevelop> I think it makes more sense to do it the right way by default
[19:28:39] <dauntless26> You create an awt canvas and then reference that.
[19:29:35] <dauntless26> I'm sure it would work with the javafx.scene.canvas as well
[19:29:57] <TheUnkn0wn0ne> mobidevelop: Alright I'll change that.
[19:30:33] <TheUnkn0wn0ne> mobdevelop: Should I change that for pre-kitkat devices too or should I leave their behavior alone?
[19:31:17] <mobidevelop> I'd be consistent and change it for all devices
[19:31:30] <TheUnkn0wn0ne> Alright, I'll do that too
[19:32:03] <esvee__> lemme try
[19:32:13] <esvee__> maybe i'll save myself some time using javafx and not writing all the gui using scene2d
[19:33:11] <dauntless26> Ok. Good luck.
[19:34:31] <dauntless26> Anyone know if before I call world.destroybody do I have to get the body fixture shape and destroy it?
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[19:40:00] <esvee__> googling i found i need SwingNode, which is only in java8
[19:41:28] <esvee__> which means, time to upgrade to java8
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[19:47:46] <blacktay> mobidevelop: Has gdx-setup.jar been changed since 1.4.1 stable release to today's nightly?
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[19:49:25] <mobidevelop> Don't think so
[19:49:34] <Xoppa> https://github.com/libgdx/libgdx/commits/master/extensions/gdx-setup
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[19:53:06] <blacktay> Hmm, that's weird.
[19:53:43] <blacktay> I'm running on a problem where my game only runs if I check every library but it apparently runs in the stable gdx-setup
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[19:54:45] <blacktay> Any idea what could be causing that lwjgl-natives doesn't get loaded as an external library if I don't check them?
[19:55:01] <blacktay> If I don't check all of them, I mean.
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[20:02:38] <needhash> Is there a way to determine LibGDX version from code?
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[20:03:15] <blacktay> No, wait, I think I found the problem. box2d is a hard dependency.
[20:03:24] <blacktay> Could I report this as a bug?
[20:04:32] <nooooooone> what is a "hard dependency"?
[20:04:56] <blacktay> It is required for the project to work.
[20:05:02] <mobidevelop> No it isnt
[20:05:03] <blacktay> Or at least to be configured properly.
[20:05:32] <blacktay> Every time I try to generate a project without box2d it complains about being unable to extract lwjgl-natives.
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[20:06:59] <mobidevelop> Doesn't do that for me
[20:07:12] <needhash> Is there a way to determine LibGDX version from code?
[20:07:15] <blacktay> Hmmm...
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[20:08:38] <blacktay> I will try making a project with the gdx-setup tool without any libraries. Last time it didn't work.
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[20:12:32] <Xoppa> needhash, com.badlogic.gdx.Version.VERSION
[20:12:54] <needhash> Thanks
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[20:16:36] <blacktay> mobidevelop: Well, now that's weird. Now it generates them without problems.
[20:16:52] <blacktay> mobidevelop: I swear the projects I made before selecting all checkboxes didn't work.
[20:17:25] <mobidevelop> Silly computers
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[20:18:16] <blacktay> Indeed.
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[20:53:39] <needhash> Please help. I can't update my game to LibGDX 1.4.1 despite of I did all as written in Can you help please? My game doesn't updates to version 1.4.1 despite of I did all as it written in Wiki: https://github.com/libgdx/libgdx/wiki/Updating-LibGDX
[20:54:58] <needhash> When I run "Gradle -> Refresh all" just nothing happens
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[20:59:44] <Xoppa> needhash, I'm not very experienced with gradle, so probably can't help much, but make sure to read http://www.badlogicgames.com/wordpress/ it contains some Very Important information about updating to this version
[21:00:33] <needhash> Okay, thank you
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[21:15:08] <nick-coden> https://streamup.com/Nick <= music + coding & bugs
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[21:15:12] <nick-coden> mostly bugs
[21:15:50] <andeof> hi, how can i have shadows for my characters? cant make a game without them these days
[21:16:26] <andeof> my graphical style does not go well with blended circles
[21:16:28] <nick-coden> a circular image
[21:16:32] <nick-coden> :-)
[21:16:33] <nick-coden> too bad
[21:16:41] <nick-coden> are you using 3d or 2d?
[21:16:43] <andeof> i tried it it doesnt look right
[21:16:46] <andeof> 3d
[21:16:48] <nick-coden> screen shot
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[21:17:34] <andeof> even old 3d games have those sometimes
[21:17:42] <prophile> o/
[21:17:42] <nick-coden> screen shot
[21:17:48] <andeof> libgdx shadowmap is deprecated
[21:17:53] <andeof> i dont have nothing to show
[21:17:56] <prophile> on the off-chance has anyone here experienced sound effects playing in only the right channel on iOS?
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[22:23:51] <abs25> is there a way to create particles efficiently in libgdx, I mean like 1pixel big
[22:26:27] <nick-coden> http://www.pasteall.org/pic/78409
[22:26:36] <nick-coden> fear my cannon
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[22:36:41] <hovaku> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/InputListener.java#L122
[22:36:56] <hovaku> does this mean if I override the function I should return true?
[22:37:39] <hovaku> for example do this: http://pastebin.com/49VBPTbq should it return true or false?
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[22:43:16] <IvelDesigns> I have an Actor that I've added a MoveToAction to. After the action is complete, I want to call a method unrelated to the Actor. How can I go about this?
[22:47:03] <IvelDesigns> using a sequence makes sense, but I don't see a way to call general code
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[22:57:47] <nick-coden> can java be decompile into readable code like c#?
[22:57:55] <nick-coden> and old visual basic
[22:58:19] <Ashiren> maybe
[22:58:27] <Ashiren> but it might more difficult if proguarded
[22:58:33] <nick-coden> gotcha
[22:59:16] <nick-coden> does anyone here use proguard?
[22:59:39] <Ashiren> eeyup
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[23:03:35] <ZenMilitia> hi :)
[23:03:43] <Ashiren> ohayo
[23:04:32] <prqtnc> I'm getting this error when trying to run the desktop app
[23:04:35] <prqtnc> Error: Could not find or load main class com.mygdx.game.desktop.DesktopLauncher
[23:04:44] <prqtnc> what should I do?
[23:05:00] <ZenMilitia> anyone there, who knows how to apply box2d physics (like a distancejoint) to a spine skeleton? i have a positioned box2d body element on the skeleton, but the joint seems to have no max length..
[23:05:36] <ZenMilitia> the body element moves whenever the skeleton is moved
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[23:07:07] <ZenMilitia> (via setTransform..)
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[23:08:43] <ZenMilitia> exit
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[23:12:23] <Ashiren> hm?
[23:15:51] <ZenMilitia> when somebody answered to my question : i was disconnected.. :D
[23:15:59] <ZenMilitia> so please repeat..
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[23:30:04] <prqtnc> any help?
[23:31:06] <Tomski> prqtnc, what IDE?
[23:31:14] <prqtnc> eclipse
[23:31:22] <prqtnc> latest version I believe
[23:31:27] <Tomski> What does your run configuration look like?
[23:31:57] <prqtnc> where do I check?
[23:32:29] <prqtnc> it's a freshly generated libgdx project
[23:32:43] <Tomski> Next to the run button, there is a drop down icon
[23:32:51] <prqtnc> I also get this when I start eclipse
[23:32:51] <prqtnc> [2014-10-11 22:31:30 - my-gdx-game-android] Unable to resolve target 'android-19'
[23:33:19] <Tomski> Your android SDK isn't up to date, or you haven't set up your SDK correctly in eclipse
[23:34:01] <prqtnc> I'll try getting the sdk up to date
[23:34:09] <prqtnc> how do I set it up correctly in eclipse though?
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[23:34:40] <Tomski> If you have everything setup correctly, you just import and its good to go
[23:35:14] <prqtnc> cool, then yeah
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[23:35:34] <Tomski> Just follow this: https://github.com/libgdx/libgdx/wiki/Setting-up-your-Development-Environment-%28Eclipse%2C-Intellij-IDEA%2C-NetBeans%29#setting-up-eclipse
[23:35:54] <prqtnc> yes, that's what I was doing
[23:36:09] <prqtnc> I guess I didn't have api 19 downloaded
[23:36:10] <prqtnc> woops
[23:36:30] <prqtnc> thanks for the help tomski
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[23:46:37] <nick-coden> Tomski: do you use proguard?
[23:47:43] <Tomski> Sometimes
[23:47:56] <nick-coden> i just wonder if its worth the effort to setup
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[23:51:03] <Tomski> Setup is easy, configuring and debugging can be a pain
[23:51:35] <nick-coden> can it just be used on deployment?
[23:51:47] <nick-coden> not for debugging
[23:51:47] <Tomski> yup
[23:52:20] <Tomski> i mean debugging issues with proguard
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[23:58:18] <Neomex> i have problem with character, its a side view game with box2d
[23:58:28] <Neomex> character cant really climb slopes
[23:58:45] <Neomex> id expect it to be able to walk on 45 degree slope, however it just gets stuck
[23:59:06] <Neomex> what could i do about it?
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   October 11, 2014  
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